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Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

OwlFancier posted:

Also sieges sound pretty radical, I hope turrets get some balance changes to compensate for the manning requirement. Make them a bit more like emplaced machineguns.

quote:

- Turrets can now require manning to work. This is the case for artillery.

I read this to mean that SOME turrets will require manning (including artillery) but some turrets may not (essentially like existing gun turrets at present)

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Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Is the modpack from Alpha 5 posted earlier on the page compatible with Alpha 6?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Kinda curious about that ship, as one of my starter characters has some trait that he's retardedly psychically attuned, and has like 90% psychic mind strength or something. I didn't know what it did, but was figuring something like the brain scorcher from STALKER.

Love the world building and biomes. I now have a lake-side cabin settlement that I'm sure will turn into a Jason movie soon.

Also I lost someone similar to the above poster due to failure to eat. Two random factions were wandering around my hood, and got into a fight, and my good-natured Commissar got hit once in the crossfire (from a pistol, he may have also taken a couple stones at some point too). He was "impaired" but only in medium pain. Shortly thereafter a squirrel went rabid and bit him like twice before dying. Commissar Eli refused to eat, and just hung out in bed. He'd get up to put out fires, or if I ordered him to do so, but that's it. No way to make him eat either, even if he hauled food from point A to point B. I guess at that point he needs someone else to feed him, but neither of my other two colonists could (or were set up to) do that. He was perfectly happy all the way up to the point where he just died, completely healthy otherwise.

Pretty sure it's a bug, as he had no other health issues (other than minor pain), wasn't in shock, but still refused to eat.

-e- Also, if you're like me and haven't touched the game in a while (version 4 in my case), it's shocking how much new content is in the game and how much more polished it is. And if you haven't played the game, and are even remotely interested, Rimworld is absolutely worth your time. Put it this way: I don't compare it to Dwarf Fortress by thinking "Oh, I wish X feature from DF was in this game." I think "Wow, I wish DF would take after Rimworld."

Leif. fucked around with this message at 01:16 on Aug 14, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
I love that the alerts bar on the right side of the UI now includes notifications for when your constructions are stalled from lack of materials (and tells you exactly which ones and of what material). Now, if your building isn't finished as expected, you can quickly tell whether it is because of a resource shortage, or just because your colonists haven't gotten to it yet. (For yet another example of why DF should take a page from Rimworld's book, In the latter case, you can just right click the construction with a settler selected and prioritize finishing it's construction. Your colonist will immediately stop what they were doing and go build it, stopping to get whatever resources are necessary along the way. Just this one little touch makes the game infinitely less frustrating than WHY WON'T YOU PULL THE GODDAMN LEVER NO DON'T THROW A loving PARTY JESUS URIST WHAT IS WRONG WITH YOU!)

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
The new damage system creates some hilarious narrative.

My current colony is a forested beachfront with two inland lakes, and a small strip of land between them, upon which I've got a bunch of wood cabins. I called it Lake Placid, but I should have called it Camp Crystal Lake. It's straight out of a summer camp slasher flick.

During a raid, I captured the new "leader" of my ragtag band of followers. His name is Bishop, and he is a blind space pirate. At some point before I got him, he took a Glock 18 shot to the eye (I'm playing with the Alpha 6 version of the gun pack) causing him to be nearly blind. He wears a kevlar vest underneath his cowboy duster and cowboy hat. Bishop doesn't haul, he doesn't clean. He doesn't research, and he's terrible at most common tasks. (He has great shooting skill but the eye wound apparently reduces it down to something like 4/20). He is a space pirate though, so he has ridiculously high social skill: 15/20. He is basically Morgan Freeman mixed with Shepard Book from Firefly. Blind ole' dude slowly ambles into my prison, chats up a prisoner, and bam, converts him almost every time. Except for Tiger. Tiger is a tribal healer I captured during the very first raid, because I desperately needed a good healer (did I mention Bishop has like 12/20 in Medicine too?) however, Tiger has a 90 recruitment threshold and try as he might, Bishop just couldn't recruit him. Tiger lasted a year in solitary confinement, but still couldn't successfully be recruited.

One day, we got hit with a big raid from Tiger's tribe. My small army of about 13 colonists armed with everything from Barrett M107s , VSS Vintorez, lasguns and bolters from 40K, and a (female) outlaw named Mal armed with Vera (yeah, that's in the gun pack too) hit the firing line, backed by three gun-cooled turrets.

It wasn't enough. 30 tribals ran at my firing line and flooded it with pilums, arrows, and the occasional rock. My first .50 cal sniper went down, then the second. A couple of ill-advised rescue attempts went poorly. Even old Bishop, blindly firing his bolt pistol, went down with an arrow lodged in his leg. The last surviving member finally held off the raid -- Princess, the dumb Oaf (she has the fat character model, wears only a T-shirt, and lamely wields a MAC-10 with a whopping 3 shooting skill) miraculously managed to kill one and the rest fled. After recovering the wounded, fortunately my main doctor recovered quickly, and between the two and my fat stack of medicine I had in reserve, we managed to keep everyone alive. However some suffered grievous permanent wounds, including severed limbs. Bishop....he now has an impaired left leg. It'll bother him to the end of his days. Without a job to do, Bishop wanders down to the lake edge, looking out at the sunset. As the Warden of this camp, he knows what he must do. Slowly, he hobbles his way over to the prison cell where Tiger awaits. Tiger's eyes brighten up, as anticipates a nice high-level "chat with Warden" moodlet to counter the negative of being locked in a cage for a year. Bishops blank eyes fall upon Tiger, and he calmly pulls out his bolt pistol and splatters Tiger's useless, non-recruiting, non-healing brains across the cell wall. Satisfied, he goes to eat some strawberries.

I poo poo you not, about 20 real-time seconds later at maximum speed, lighting strikes the cell.

This loving game :allears:


-e- Those tribals were loving hard. In comparison I had a siege from around 20 pirates. They built two mortars, but Mushinto the Bounty Hunter and his trusty M107 sat exactly 46 squares away from them and started obliterating heads while I hastily tried to figure out why I couldn't man my own mortar (hint: cut down the tree next to it, dumbass Leif.) By the time I got my mortar up and on target, and the first rounds started hitting on target, Mushinto had headshot 7 of them. A nice mortar shot killed another 8 in a single blast. The rest charged as soon as the mortar round hit, and fled the second they started taking losses. Incidentally that's where I captured Bishop. He took a lasgun bolt to the chest that knocked him out pretty nicely but without lasting impact.

Leif. fucked around with this message at 04:44 on Aug 15, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Rimworld doesn't play nicely with alt-tabbing on my Mac (you have to click the Wiki button to alt-tab because the normal cmd+tab does nothing), and my PC is dead; otherwise I'd be all up on it. Soon as it gets fixed, I'm probably going to LP a player participation version of Camp Crystal Lake, Rimworld edition. The idea is build a few bunkhouses and cabins around a lake, with 10 goons, 10 graves, and nothing but a bunch of short bows, a couple lee-enfields, a cookstove, and an orbital beacon/comms unit (for selling goons into slavery), and then let democracy ensue.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

HerpicleOmnicron5 posted:

Has anyone seen the "Claim" button, any idea what it's used for? I haven't found a structure which accepts it yet. Events only?

Siege equipment. Enjoy a few hundred metal every time the AI builds mortars!

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Sylink posted:

How do I recruit more dudes? I capture people but then they go insane and/or die.

For prisoners you want to recruit, don't put them in lovely solitary confinement. You want them in a good mood. Give their cells a nice bed, real walls, and make it at least 4x4 so they don't get the cramped space moodlet. (You can manually assign them a bed to make this easier, especially if you want to maintain lovely solitary confinement cells for other prisoners to torture them).

On their prisoner tab, make sure the "gets food", "gets medicine" (if wounded) and "try to recruit" boxes are checked, and then change it from "No interaction" to "Friendly chat". Now, someone with the Warden activity enabled will come and talk to them, feed them, and take care of them. Everytime they chat, they get a stackable moodlet that raises their mood up a bit. This can stack 30+ times. Eventually it will get over their loyalty threshold, and you'll have a percentage chance to start recruiting them.

It's FAR easier to do this with spacers, towns persons, or pirates than it is for tribals. Tribals almost universally have a 90 recruitment threshold, while everyone else has like 50-60. Plus, tribals backgrounds (which now modify skills, something that wasn't implemented fully in Alpha 4) generally suck anyway compared to the backgrounds civilized people can get.

Sylink posted:

Ah Ok, got some savage to join me then.

Another retard question, I have a shitton of silver in my stockpile but if I use the comms unit to trade it says I have zero ?


"Tradable" silver. Meaning it must be outside (or at least, not under a roof, though the detection on this is wonky), and near your orbital beacon.

The best way to do this is to make a stockpile outdoors, near your beacon, with highest priority, that accepts only silver. It doesn't need to be big, you can stack like 400 silver in a space, so even a 4x4 space should cover most anything you want to buy. Next to that, place another stockpile, at lowest priority, and configure it with the items you intend to export. Whenever a ship comes in, your silver will be already there waiting to be spent. Whenever you have something to sell, go to that export stockpile, change the priority to critical, and either wait (if you have people actively hauling) or prioritize hauling on the things you want to export -- they'll be moved to the beacon and voila.

e- another good idea is to build a couple of equipment racks near the beacon, and configure them to accept only tribal weapons. Then make those a high priority, and if you want to be even more efficient, disable them on all your other equipment racks. It's not like you'll ever use them, so best to keep them in an easily sellable location.

Leif. fucked around with this message at 22:54 on Aug 15, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
:eng101: That's the main way to get prisoners when starting out, actually. You can even arrest your own people when they're incapped.

First time a good prisoner comes by, especially if it is in a group (in which case you might be able to knock out the others once they go hostile and get them too), arrest him. Then when the faction raids you later, you'll be able to get more from them.

I always do this with the tribals since they have nothing of value to offer other than slavery, so I capture them and sell them for slaves, while keeping the colonists from other towns or spacers for myself.

Leif. fucked around with this message at 18:34 on Aug 16, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

HerpicleOmnicron5 posted:

I notice you've decided to dig into a mountain there, doesn't that incur massive penalties to mood? I kept trying to do it in earlier versions, but my guys would just end up going crazy.

E: Just held off an attack, one guy got shot in the head with a sniper rifle, another lost a leg and will never become capable of walking again and the only one who could actually walk went insane. Thankfully the actual medic of my colony of six woke up before everyone starved. Now, I've arrested the guy who lost his leg to sell him. This game makes some good little stories.

The unfinished stone walls/floor, rubble/dirt on the floor, etc. are what makes it have the negative moodlets. You need to build a constructed wall, constructed floor, and give it light, essentially building a constructed building within the mountain, and if you really want to avoid negative mood, make sure there are no visible areas for a colonist to walk through that don't have these things.


Leif. fucked around with this message at 20:49 on Aug 16, 2014

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
With the new embark screen, pick a mountain tile in a forest biome, and you'll almost certainly get a defensible position.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
It also gives you an essentially limitless amount of wood to use for funneling dudes around with walls; or they'll waste time burning it. Where you need actual defense, you can use stone or metal as needed.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Rivensteel posted:

Can you post the seed/location? Maybe the map size, too, I'm not sure if that is required.

Seriously, any mountain tile will give you something secure to work with. The seed I used was "butt" and has several zones like this.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Pornographic Memory posted:

Well to be honest maybe that isn't a bad thing because otherwise there's no reason to sell anybody into slavery pretty much ever if they can otherwise join your colony. Now you have a moral dilemma if you care about that sort of thing.

Sure there is -- if you get someone who can't do anything useful for your colony (like their only good skill is researching and you've researched everything; or they lack skills like hauling or mining) all they're going to do is take up food and eat it faster than you can grow it/cook it.

OwlFancier posted:

You can tell the warden to talk to them without trying to recruit them, I think, you can also give them nice quarters.

I think cabin fever takes a while to dissipate, also it may be that they are still in an enclosed space.

I've kept a prisoner for a couple years at a time, just don't try and recruit them and keep them happy with warden talks. They'll occasionally try to escape though (not sure if this is on its own, or if it happens when their cells get an opening to escape through), which doesn't really work well when they're still in restraints.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Pornographic Memory posted:

Food is pretty much never an issue though, especially if you can find a patch of fertile ground. It's a pretty edge care where you have a guy who can't at least haul, clean, build, repair, or hold a pistol and stop bullets.

By mid-late game I end up with at least a couple if not more of colonists who are entirely useless in some fashion -- they either lose a limb, have manual labor disabled due to a background trait, or have their only decent/enabled skills as things I no longer need (e.g. research, mining once I've got thousands and thousands of metal, etc.)

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Phoebe Basebuilder is slooooooow though. Like, you'll be lucky to have one, maybe two hostile attacks in a year. Honestly, I've started to prefer Randy Random, especially if I'm on a mountainous map where I can turtle myself in.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Before grabbing a modpack, you might want to just look through the forums first for individual mods. I know for me, I like the concept of the modpack, but really when it comes down to it only wanted the Project Armory extra guns. I don't need 30234 kinds of carpets and 234 types of new flowers.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Pornographic Memory posted:

Really the main use for mortars is to shoot back at people besieging you with mortars of their own. They are inaccurate as gently caress even against stationary targets and don't have the volume of fire to make up for it unless you have at least a half dozen of them operating at once. Other than that the only thing they can really be used for is to let your pacifists contribute to a fight kind of because characters who otherwise cannot perform violent actions can still be assigned to operate mortars (at least as of version 5 - I have not had a chance to check for version 6). They probably will not hit anything, and if the enemy closes to pistol range you are frankly just as likely to hit your own people as the enemy, but hey its something right??

Mortars are good for killing sieges, but also killing the "They are preparing" stage dudes. They're crucial when you start getting 30+ stacks of dudes coming at you, because a single lucky mortar shot can take out half the force.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Alaan posted:

Any mods let you rescued injured people from other towns that are left behind? Some badasses showed up right on top of a siege that was wrecking me and made it more manageable for me to take out. One of them is bleeding to death but if I rescue them I go to -80 with their faction.

Edit: Oh my god you dumb bastards. Don't run to the far corner of the map to get a food pack from the siege for someone who is literally starving to death when you have made meals FOUR SQUARES OVER.

Pornographic Memory posted:

That's because survival meal packs have a higher food quality than low-quality meals. Colonists will always eat the best quality food available.

Yeah food packs are stupidly more attractive than fresh cooked meals for no goddamn reason.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Enable dev mode, grant yourself whatever you want for the quickstart.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Sphrin posted:

The only problem I see is the Turrets in the blender room may be a bit too close and set off a chain reaction once the first one dies.

Yeah, they need to be 3 spaces apart, those are only 2.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Katsuma posted:

Well, this game was fun while it lasted.

Played a normal game, and had a blast. Played with that goon recommended modpack, plus a few more Alpha 6 compatible mods, and had an even bigger blast. But the next day, I couldn't even get the game to load. Uninstalled, deleted all the configuration files, and reinstalled, and now the game just hangs every time I try to apply mods, even though they're the same ones that were working fine just twelve hours before. Sigh. Alphas. :(

Send your crash report and any other relevant info to Tynan.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
It only took about 10 seconds longer for me (with only Project Armory). Something still doesn't sound right.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Pornographic Memory posted:

You used to be able to kill all the animals on the map but now they will respawn/wander in from off-map.

My current colony is a desert colony and apparently animals now need to eat. Since there's a large area near the edge of the map blocked off by mountains, with a small pass through, the animals spawn there and their random wandering pretty much never leads them out of it, so it's loving filled with dead animal skeletons that have starved to death. It's pretty metal and also kind of annoying.

I don't know if they technically needed to or not, but they always did eat. I used to genocide all squirrels from the map early on because they'd loving devour every last survival ration on the map, then start on your crops if you couldn't haul them fast enough.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
The best part about this game is that if there's an obvious problem (e.g. no leg = useless) it gets fixed by a mod or an update to the base game really quickly.

Sylink posted:

The zombie apocalypse mod is pretty fun. I had to build a dedicated crematorium complex to deal with the bodies.

Though it turned into digital auschwitz at that point.

Link?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

I can't get it to unzip properly -- could you be awesome and put it up somewhere as a .zip instead of a 7z? It plays nicer with OS X.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
You are amazing even beyond your well-chosen avatar. A thousand praises upon you and your children, and your children's children, to the seventh son of the seventh son.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Here's my character selection gimmick -- auto-pick any colonist with title/background: Commissar, Vatgrown Soldier, Space Marine, Political Assassin, Space Pirate, Fighter Controller, Pilot. Any colonist with greater than 12 in a skill.

Otherwise, I'll reroll characters until I get someone that either has a hilarious combination (like, an oaf named Fats), or is one of my "auto-picks" above.

Once in game, I take everyone I come across unless they're horribly crippled, don't have any stats above 4, or have no really useful abilities (Lords, non-haulers, etc). The one exception to this is a Mad Scientist, as I've got a game where I've got one with a retardedly high research (15? maybe more?) and 12 doctor, but literally no other useful abilities. Them, I'll take, even if they'll be useless later on, because of the doctor skill being so necessary and getting the research done quickly is a huge plus.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Zigmidge posted:

Maybe it's just me but it feels really silly to keep comparing a real time squad based tactics game to dwarf fortress.

Zigmidge posted:

It's a good point and one that's always used in reply to my statement but to me I play this game for the very purpose of micromanaging the hell out of everything including 20 vs 20 battles. I spend the majority of my time in 1x or pause mode.

I feel like I would have been a perfect candidate for Dwarf Fortress if it had, you know, graphics.

Um....

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Not QUITE as deep as DF yet, but it is getting there, and it is doing so in a much more intuitive way.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Donkringel posted:

How do I get my men to man the mortars? I'm getting rocked in the mechanoid attack and a lot of my people are psychically sensitive so they fight for a moment then go insane.

Draft them first, then right click on the mortar, but you need to make sure that the spot for them to stand in is clear (not immediately obvious, but it simply won't give you the option if the one tile where the dude stands is not clear).

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Holy poo poo you need to watch that video if you haven't already.

Summary:

Cobras are awesome.
Organ harvesting and black market organ selling is awesome.
Bionic ninjas are awesome.
Jungle love is awesome.
Zulu warrior charges against raiders are awesome.
Tynan is awesome.


Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
This is why you need to take the plunge if you're on the fence with this game. Not only did Tynan fix one of only major concerns from Alpha 6 (missing limbs making colonists unable to do anything), he made that whole system better. And then added more content to everything else, too. Maybe diseases or melee weapons or materials, or whatever, will need tweaking -- but you can actually expect the developer to do that. Every iteration gets better.

This loving game gives me hope for the entire industry.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Yeah, just dig back in your email archive for any of the links and that should do it for you.

-e- We could probably update the OP with new features at this point; some of the quotes from goons on the Alpha 7 release might be of interest to people reading the OP and on the fence about the game.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Organ harvesting single-handedly made tribals useful again. I can't help but wonder if that was Tynan's goal all along, rather than it being an offshoot of the bionics system. Wicked clever, nonetheless.

Huszsersvn posted:

Man, tropical jungles are tough to tame. All that foliage really gets underfoot! How do I take a torch to this nonsense?

I'm sure there's a better way, but either incendiary mortars, or laying down tons of wood flooring everywhere you plan to walk (tactically this is better, as it not only adds beauty, but lets you maneuver at full speed while invaders have to slog to get to you.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Alchenar posted:

Your first few games will be a symphony of errors punctuated by 'ooh, so that's how that works!'. Get over that hurdle first before you mod.

Not just that, but playing without mods for a while will help you learn the timing of approximately how long you have to get your base set up, in the early stages, before being attacked. For instance, the "build defenses" email will come after a day or two, but depending on your storyteller setup and starting location, you may not need to actually build any defenses for several months -- or you may need to get at least a turret or two up right away depending on storyteller.

-e- the only mod I consider absolutely vital, personally, is the one that adds tons of new guns to the game.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Zigmidge posted:

gently caress all that poo poo. Ignore these guys. Go find mods and download to your heart's content even if its your first play.

The fun of this game IS discovering and learning and mods only add more to that. The journey is the road, not the destination and Rimworld's destination is a heavily minmaxed mountain fortress with a tower defense style killzone maze powered by geothermals staffed with cooks and snipers.

Uh, we're talking about spending maybe an hour or two worth of play without mods to get a feel for the game before you start flooding it with all sorts of additional poo poo. Relax bro.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Tias posted:

What got me about is that I thought this was hard-tech sci-fi - so wouldn't M-16s and uzis (not to mention the SMLE, service weapon of the british army in 1895?!) be really outdated at this point? I realize that it still works fine against tribespeople in furs, but the lee-enfield is discontinued in militaries now, so why wouldn't it be in the far future?

I always figured that it's survival kit gear. Pistols and a robust hunting rifle. Plus, you know how many SMLEs there are out there?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
I would bet it's possible to eventually mod Rimworld enough to build Prison Architect in the game as a total conversion.

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Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Uh. Emmie was born out of a vat into a life of slavery, to become a professional sexworker as she grew up, which has given her PTSD apparently and she's incapable of fighting. She's completely stupid, extremely social, yet has no artistic talent. She can cook like a fiend too, and can build her own mansion.

She's my only surviving starting colonist of my original wave, which got overwhelmed by a horde of zombies. Emmie only escaped by kiting them in circles around a turret.

This game. :stonk:

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